The Architect's Newspaper is my new favorite design publication. It's a 16-page tabloid that comes out about twice a month. It's literate and timely, a fast-paced collection of news, reviews and opinion from voices as various as Michael Sorkin, Peter Slatin and Craig Konyk, all beautifully designed (in two ruthlessly efficient colors) by Martin Perrin. And, best of all, it has a gossip column.
Last month, they published a piece by Michael McDonough, the accomplished New York-based architect, writer and teacher, called "The Top 10 Things They Never Taught Me in Design School." I read lots of these kinds of things (and even written a few myself), but I found McDonough's not just entertaining but actually quite useful, and valid for nearly any kind of design discipline. He has graciously given us permission to reprint it here at Design Observer.
The Top 10 Things They Never Taught Me in Design School
by Michael McDonough
1. Talent is one-third of the success equation.
Talent is important in any profession, but it is no guarantee of success. Hard work and luck are equally important. Hard work means self-discipline and sacrifice. Luck means, among other things, access to power, whether it is social contacts or money or timing. In fact, if you are not very talented, you can still succeed by emphasizing the other two. If you think I am wrong, just look around.
2. 95 percent of any creative profession is shit work.
Only 5 percent is actually, in some simplistic way, fun. In school that is what you focus on; it is 100 percent fun. Tick-tock. In real life, most of the time there is paper work, drafting boring stuff, fact-checking, negotiating, selling, collecting money, paying taxes, and so forth. If you don't learn to love the boring, aggravating, and stupid parts of your profession and perform them with diligence and care, you will never succeed.
3. If everything is equally important, then nothing is very important.
You hear a lot about details, from "Don't sweat the details" to "God is in the details." Both are true, but with a very important explanation: hierarchy. You must decide what is important, and then attend to it first and foremost. Everything is important, yes. But not everything is equally important. A very successful real estate person taught me this. He told me, "Watch King Rat. You'll get it."
4. Don't over-think a problem.
One time when I was in graduate school, the late, great Steven Izenour said to me, after only a week or so into a ten-week problem, "OK, you solved it. Now draw it up." Every other critic I ever had always tried to complicate and prolong a problem when, in fact, it had already been solved. Designers are obsessive by nature. This was a revelation. Sometimes you just hit it. The thing is done. Move on.
5. Start with what you know; then remove the unknowns.
In design this means "draw what you know." Start by putting down what you already know and already understand. If you are designing a chair, for example, you know that humans are of predictable height. The seat height, the angle of repose, and the loading requirements can at least be approximated. So draw them. Most students panic when faced with something they do not know and cannot control. Forget about it. Begin at the beginning. Then work on each unknown, solving and removing them one at a time. It is the most important rule of design. In Zen it is expressed as "Be where you are." It works.
6. Don't forget your goal.
Definition of a fanatic: Someone who redoubles his effort after forgetting his goal. Students and young designers often approach a problem with insight and brilliance, and subsequently let it slip away in confusion, fear and wasted effort. They forget their goals, and make up new ones as they go along. Original thought is a kind of gift from the gods. Artists know this. "Hold the moment," they say. "Honor it." Get your idea down on a slip of paper and tape it up in front of you.
7. When you throw your weight around, you usually fall off balance.
Overconfidence is as bad as no confidence. Be humble in approaching problems. Realize and accept your ignorance, then work diligently to educate yourself out of it. Ask questions. Power - the power to create things and impose them on the world - is a privilege. Do not abuse it, do not underestimate its difficulty, or it will come around and bite you on the ass. The great Karmic wheel, however slowly, turns.
8. The road to hell is paved with good intentions; or, no good deed goes unpunished.
The world is not set up to facilitate the best any more than it is set up to facilitate the worst. It doesn't depend on brilliance or innovation because if it did, the system would be unpredictable. It requires averages and predictables. So, good deeds and brilliant ideas go against the grain of the social contract almost by definition. They will be challenged and will require enormous effort to succeed. Most fail. Expect to work hard, expect to fail a few times, and expect to be rejected. Our work is like martial arts or military strategy: Never underestimate your opponent. If you believe in excellence, your opponent will pretty much be everything.
9. It all comes down to output.
No matter how cool your computer rendering is, no matter how brilliant your essay is, no matter how fabulous your whatever is, if you can't output it, distribute it, and make it known, it basically doesn't exist. Orient yourself to output. Schedule output. Output, output, output. Show Me The Output.
10. The rest of the world counts.
If you hope to accomplish anything, you will inevitably need all of the people you hated in high school. I once attended a very prestigious design school where the idea was "If you are here, you are so important, the rest of the world doesn't count." Not a single person from that school that I know of has ever been really successful outside of school. In fact, most are the kind of mid-level management drones and hacks they so despised as students. A suit does not make you a genius. No matter how good your design is, somebody has to construct or manufacture it. Somebody has to insure it. Somebody has to buy it. Respect those people. You need them. Big time.
Comments [61]
03.24.04
03:53
03.24.04
04:57
03.24.04
09:11
however, my school made it a point to not teach us anything about the business aspects of design which several of these points adress. in fact the very first day of class, mr. ed trigg, rest his soul, told us that the program was not going to help us get jobs, and if a job is what our main goal was then it was time to leave the program that instant. i used to resent the program and faculty for letting us in on the "secret" from day one, but over the years i've gradually come to learn that they were right. they really focused on teaching us how to think and problem solve and i'd like to think that what makes me stand out from the slew of designers out there today. i think if they had let us in on the realities of the business behind design, it would've depressed us for the next 4 years of our lives. if they had spent any more of their time specifically holding classes and teaching us about the business and marketing aspects of design and self promotion instead of letting us learn on our own through our individual processes and later in our careers, i think i would now resent the fact that i wasn't as good of a designer conceptually.
03.25.04
12:06
03.25.04
09:44
Moral of the story? She was an idiot.
Anyhow, on that note, here's a little website I created that you all might enjoy... let me introduce you to The Six Patron Saints of Graphic Design... let us pray.
03.25.04
10:59
The best education I got after design grad school was plying my trade within a large organization. A humbling experience to say the least. In my case, #10 might read "The rest of the bureaucracy counts." My success depends on learning to navigate these organizational eddies.
And, in the end, my design abilities will only take me so far. My success will be determined by my ability to work with all sorts of people with many different agendas. I may have been a design student in school, but I've become a student of human nature now.
03.25.04
11:01
03.25.04
12:23
03.25.04
01:37
Maybe another item for your list:
11: Don't make your viewers suffer for your art
03.25.04
01:38
03.25.04
03:22
And I completely disagree about the white-on-gray text being difficult to read. I find light-on-dark far easier to read than black-on-white on any computer monitor I've used.
03.25.04
05:07
1) If you don't bring your true self into your work, you're basically a visual call centre worker, and this will quickly become unfulfilling, no matter how much money or high-profile work you get.
2) Creating uncertainties is more difficult and more fun than resolving them.
3) It's not actually necessary to write off 95% of your creative career to shit work if you think a bit more flexibly about who you want to work with, the kinds of projects you want to take on and their relationship with the rest of your life. [And more to the point I don't see the value in encouraging students to write off 95% of their life to boredom]
I'm sure others could add a few...
03.25.04
09:51
OT: I like the white text on a dark background. This site feels "cool" to my eyes, especially after 3-4 hours of using Illustrator or InDesign.
03.26.04
09:38
SACRIFICE. I've gotten pretty comfortable in life lately, and I realize I'm not sacrificing much anymore. I should start looking for something to give up to get me to that next level. Perhaps I will pledge to wake up an hour earlier to give myself more time to do things...
OUTPUT. Sometimes quantity is more important than quality. I'm going to try to create more and not care about quality so much. Just create a whole bunch of stuff and see what sticks.
03.26.04
10:15
03.26.04
11:23
10 is ultra-true.
03.26.04
02:12
03.27.04
08:01
Thanks!!!
Perhaps you will blame me for having spent so much of my time in Music Halls, so frivolously, when I should have been sticking to my books, burning the midnight oil and compassing the larger latitude. But I am impenitent. I am inclined to think, indeed I have always thought, that a young man who desires to know all that in all ages in all lands has been thought by the best minds, and wishes to make a synthesis of all these thoughts for the future benefit of mankind, is laying up for himself a very miserable old age.
Max Beerbohm, "Music Halls of My Youth"
03.27.04
10:01
03.29.04
06:32
03.29.04
09:21
The delicate balance of self-fulfillment and self-preservation are definitely tenuous at times.
Success is dictated from within, not without, since only you know how you went from start to finish and your growth or lack of it along the way.
Keep the white on grey - it is easy on the eyes.
03.29.04
09:25
03.29.04
05:30
03.29.04
05:36
03.29.04
10:59
03.30.04
04:49
if you hate 95% of your job, and the tasks that are involved on a daily basis, but 5% is "fun" - than i feel for you. Of course there will be tedious, boring crap in every job, and you'll have to pay your dues along the way, but if you look like your enjoying that mundane nonsense,and doing it too well... than thats what you'll always be doing. Be very flexible, but not to the point where you find yourself in a job you can't stand. You spend the majority of your life working, if 95% of that time sucks, than you might as well gather the rest of the sheep you know, and start attending the weekly AA meetings.
03.30.04
06:39
That said, immediately after reading The Fountainhead, any self-respecting creative type will find themselves suddenly changed & transformed into a self-righteous, insufferable a$$hole for a good long while. Took me about five years to exorcise Howard Roarke out of my system so that I could became a more well rounded person & designer. I was such an arrogant know-it-all after reading that book that I wish I could go back & slap myself a few times for all the people that had to listen to me.
Neither altruism or individualism is the answer to our creative problems in the real world, it requres much more. One thing for sure, good design (and LIFE ITSELF) should be about teamwork & respecting the world around you (#10)... something Howard Roarke was not very good at. The man was a sad, lonely, martyr of a man. That was very romantic to me at 19, but at 37? Not so romantic.
03.30.04
07:20
Point? I think I'm done with lists.
03.30.04
07:22
03.31.04
03:39
03.31.04
04:00
p.s. - that kid in those brittanica commercials had some pretty fugly glasses, didn't he?
03.31.04
05:33
03.31.04
07:50
03.31.04
07:52
03.31.04
10:11
I am still a student but I realize that the real life can be really hard. Some people think that they will find job when they are 18, but it's not that easy. I like rule 1 and 2. They are giving good information (the other too). Hope everybody agree with my opinion :)
04.01.04
08:00
I agree on all points except that about talent. I do not believe in talent. Talent is greek for "divine gift".
I believe a fat ass for sitting down and working is what it takes... and then some luck and timing. Talent is just a word put out to label a skill who's origin we cannot explain. No such thing.
Great advice though. I found it very useful.
04.01.04
08:11
04.01.04
09:48
Nothing personal Rosen...
Your comment just sparked something they don't teach you at school either. Perhaps there should be a number 11.
11. Don't expect everybody to agree with your opinion.
04.01.04
10:37
Points 4 and 7, couldn't agree more.
04.02.04
05:29
CHANGE THE WAY YOU LOOK AT THINGS AND THE THINGS YOU LOOK AT CHANGE.
04.02.04
01:33
04.03.04
12:37
Face it. That's life. 95% of what we do personally is "shit."
Whether it's grocery shopping or cleaning the bathtub.
I'd take a good communicator over a hot house flower any day.
But a good designer that can communicate with a team -well I think that's what the whole article is about.
04.03.04
12:42
I think it was Steve Jobs who said, "A true artist ships."
Yes, it all comes down to output.
Yeah, maybe one day, perhaps long after you're dead, someone will find that brilliant manuscript of yours in the attic, will send it to Knopf, and it will become the Harry Potter of existentialist novels. And maybe while accepting the award for Best Adapted Screenplay for his work on your novel, Charlie Kaufman will reveal that he taped a grainy Xerox of your photo to the edge of his imac for inspiration.
But maybe not. It's just as likely (more likely, actually) that it will get tossed out with your hockey equipment and all those LPs that you foolishly re-bought on CD. Your original issues of Rubber Soul and Abbey Road? Gone. Your novel, tentatively titled Dummy Text? Also gone.
If it's still there, go get it, OCR it, and send it off to...EVERYBODY.
04.05.04
02:18
04.05.04
10:46
I was taught, growing up, to consider myself special and unique but to always remain humble and true. They were lessons that helped me to avoid the traps of ego-centric delusion. If only more could learn them also.
04.05.04
04:40
Then you end up doing something really lame like sending out a fjob without fonts, or screwing up a photo and saving over it. Or something bigger like have a client you've been freelancing for scream at you because they hate your design and think you're a fraud. All things that have happened to me and many of my peers. Nothing new.
THEN you'll be able to understand why some of the things on this list are important to point out. After a little bit of progress people tend to forget those humble beginnings.
There, humbly put, is my 2 cents at half price.
04.06.04
04:05
1. There is no one type who makes an entrepreneur. But they all seek opportunities and then make things happen.
2. Think big. There are a lot of small business opportunities, but entrepreneurs create larger economic values.
3. Build on what you know. Successful entrepreneurs do not do something different. Generally their business is an extension of their experience, abilities or hobbies.
4. Think before you spend. Don't spend millions on market research. Quality of thought is more important than a 40-page plan.
5. Don't be limited by your own finances. Find opportunities - then find resources to match. There is plenty of funding for good ideas.
6. Avoid business traps. Many people measure their position in life by the number of people they control and the amount of money in their budget. But entrepreneurs think how to create economic opportunities. They are not weighted down by the need for power.
7. Don't put money first. It's the opportunity that is critical, not having enough money in the bank.
8. Don't fall in love with your product. Make sure you see its faults.
04.10.04
08:13
04.11.04
10:23
04.11.04
11:20
Oh, and as for munber 1, AMEN! Finally someone will admit that everything does not depend on your talent, unfortunately (or fortunately) who you know does matter and luck is always a good thing.
04.12.04
01:51
Thanks again for good words... ^^'
04.12.04
04:59
04.14.04
05:52
05.02.04
11:54
Of course design students struggle for many more fundamental issues here once they are out in the real world, but all your points still hold lot premier value.
Very often designers take long time to understand the need of mental discipline world expect in any deliverable. They feel uncomfortable of being a part of the loop of professionals involved in the project. Design syllabus is usually designed to create “designers”, and ignore the essential subset of qualities like ‘observer’, ‘team player’, ’reviewer’, ‘writer’ and ‘reader’ too….
05.06.04
02:33
05.09.04
12:35
05.09.04
07:02
decisiveness, and professionalism.
Time for a reunion Michael.
05.26.04
09:08
Landing the occasional inspiring project is like finding that really nice piece of meat in your stew. It ADDS to the enjoyment.
10.05.04
12:15
02.22.05
02:04
I'll add a caveat: Either learn to enjoy those activities (and lest you lose heart, they -can- be more enjoyable than is implied here!), or learn to outsource them. If you don't, you'll go out of business.
Two years ago I found myself spending too much time 'housekeeping' so hired an accountant to take care of the financial things and expanded the job role of another employee to include some administrative tasks. The result is that I had more time to spend on the seductive 5% - both more enjoyable and more lucrative. We doubled our turnover that year.
02.23.05
02:35